#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 color;
out vec3 vertex_color;
layout (location = 0) uniform mat4 model;
layout (location = 1) uniform mat4 view;
layout (location = 2) uniform mat4 projection;
void main()
{
    gl_Position = projection * view * model * vec4(position, 1.0);
    vertex_color = color;
}

